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00:00 - 17:0018:00 - 00:00

12:18 AM
Hey guys (Just quickly interrupting my study session) I'm just wondering which sounds better (I'm getting ready to release a "survival theme asset pack" in the foreseeable future)
SuperNeatAssetPack to CreativeAssetsKeptExcellent
 
Sie
compared to?
 
So SNAP Packs to CAKE Packs
 
Sie
SNAP
Sounds better. The word choice for CAKE doesn't sound quite as nice.
 
True tho Cake was the first one I came up with so thats why it doesnt sound as good :P
I'll keep SNAP until I come up with a better 4 letter word :D
 
Sie
Cool.
 
12:27 AM
nooooooo, make it Survival Theme Asset Helper Pack
STAHP
Hey Josh
Bye Josh
 
Sie
12:43 AM
its me ur josh
sup?
 
Sie
1:26 AM
@TheMuffinCoder Hey I just made a simple test model in Blender but when I export it all the objects are bunched together. How do I make it so the models are separate manipulate-able pecies?
 
 
2 hours later…
3:08 AM
What I really like about Darkest Dungeon is that status effects really do something.
 
Unlike Square-Enix games.
Mostly the SquareSoft part of it
What's the point of having 20 status effect spells if none of them work when it would count like boss fights.
Took me a while to get used to it in Darkest Dungeon. Suddenly fights are much easier.
The combo of (blight or bleed) and stun attacks is really effective
 
 
2 hours later…
5:04 AM
Can anyone answer this question
http://gamedev.stackexchange.com/questions/120835/low-intensity-of-projector-in-dark-enviornments
 
user92578
5:54 AM
@TheMuffinCoder SNAP
 
user92578
6:57 AM
0
Q: How do I make a circular hole inside an editable poly without boolean operations?

Suzan CiocI have created a rectangle, then converted it into an editable poly. Then I created a circle and converted it to editable poly too. How to make it so that that the circle becomes a hole in the rectangle?

 
user92578
Question asks about not doing it with boolean ops; accepted answer does it with boolean ops
 
The question is weird
The title specifically says that, yeah
but then the second question within the body doesn't
maybe the OP thought there was a better way
 
 
2 hours later…
8:48 AM
hi friends, I need your suggestion for following point
in following forum point I have mentioned all my points
please give me some suggestion in this
@Jon, if you are available then your old friend require your help one more time
 
user92578
9:19 AM
Your problem seems really broad to me
 
user92578
What is the exact issue? You want to change a collider shape/size based on an animation?
 
no it is not so much broad :)
just I need some concept regarding runner player movement colliders implementation
what type of arrangement of colliders need to be done for hit and sliding action time?
 
user92578
What's wrong with a basic static collider?
 
if my runner player has capsule collider for running and jump action
 
user92578
Does the sprite area change so much?
 
9:23 AM
yes character almost sleeping :)
and what about leg and hand hit action!!!!
 
user92578
So it goes from tall to flat?
 
what strategy needed for this kind of game?
 
user92578
Leg and hand hit would be a really basic basic hitbox check
 
yes partial flat
 
user92578
So you want to change the collider size when sliding
 
user92578
9:25 AM
And potentially use an extra collider for attacking
 
yes definitely, otherwise definitely detect this as bug
okay
 
user92578
So what's the problem?
 
can you please elaborate it more?
all things are out of my head
 
user92578
What part exactly?
 
if I activate and deactivate sliding collider runtime then it will create poor physics performance many times
can you explain more exactly how implementation goes?
 
user92578
9:28 AM
What? That doesn't sound right. Also why not just change the size
 
user92578
No I can't give you anything Unity specific, but it's more of a generic game programming concept anyways
 
as per my thinking poor physics performance implied for some time
 
If it's just a runner game - where any collision is either a collectible or an obstacle - a simple box collider would probably suffice
 
user92578
So like if (isSliding) collider.height = low;
 
@Tyyppi_77 means general programmer do the same??
like you said
 
user92578
9:30 AM
Means that the implementation is up to you (and Unity)
 
actual concept remain same, right?
 
user92578
Yes, and that's what I'm giving you
 
user92578
You then figure out how this is done on your platform of choice
 
okay I thought it will create poor physics behaviour at some point of time
 
user92578
Why?
 
9:31 AM
yes how to implement this that I know
I just need conpcet
 
user92578
And why did you assume poor performance? You used that like a fact before
 
user92578
Don't do that if you haven't actually tested it
 
@Tyyppi_77, "Why?" because resizing collider means it will create new one for you as per physics rule, at our specified position, so it may be possible other collider exist at their so it will overlap it
 
If you need to resize a collider between full height and low height, you can either resize one collider, or toggle one collider on and one collider off. I don't think there's any other way to do it in the simplest of terms
If something overlaps, then it's up to the physics engine to figure it out, or for you to check before making the change, and react accordingly
Just code it already :)
If you have like 500 colliders you need to toggle on and off, perhaps that would be an issue. But for a single character? It should be fine
Analysis paralysis or paralysis by analysis is an anti-pattern, the state of over-analyzing (or over-thinking) a situation so that a decision or action is never taken, in effect paralyzing the outcome. A decision can be treated as over-complicated, with too many detailed options, so that a choice is never made, rather than try something and change if a major problem arises. A person might be seeking the optimal or "perfect" solution upfront, and fear making any decision which could lead to erroneous results, while on the way to a better solution. The phrase describes a situation in which th...
 
@ChrisMcFarland, thanks sir for your reply
above lines are really awesome for person like me
 
Jon
9:43 AM
resizing a collider is typically a bad idea
using multiple colliders is a better option
 
@Jon, hi
thanks for your opinion as well
now what about hitting via leg or hand?
what strategy remain behind this?
 
Jon
 
if we consider this kind of game
 
Jon
I attempted dynamic hitboxes like above, and everytime the hitbox changes size it messes up the collisions -- it creates problems
I would make ragdoll style hitboxes
for that particular game
 
@Siddharth if I were to do that in Unity, I'd assume there'd be small BoxCollider2D triggers on the hands and feet and fireballs, and would do something upon OnTriggerEnter2D. and for each animation frame, the collider's position would be moved to where it needs to be
 
9:47 AM
@Jon, in above you have changed collider each time, depending on situation
 
Jon
yeah, it was horrible
My point is, don't do that
 
means don't resize, use another one each time
correct?
 
Jon
depends on you situation though, if you are doing that ragdoll style game
then in that case, I would have a collider for each body part
 
there was a good video I saw a while ago, where box colliders in some platformer games are never truly 1:1 to how the sprite/character actually is. Can give some leeway, doesn't have to be 100% precise
 
Jon
this is true ^ In most cases a character will have multiple collision boxes to help solve problems
 
9:49 AM
@Siddharth looks cool
 
Still, if you're doing a runner, I'd use one box collider or capsule or something for the generic body that would be in charge of "running" along the ground. And could have smaller colliders for the limbs and head if you really wanted
 
what does it mean? someone rated your game 1 star, while commenting 'awwwwsome'!
 
@ChrisMcFarland, how colliders are attached to hand and leg movement? if I am using sprite animation frames
@Ali.S, that is new android user
he didn't know how to rate in play store :)
 
if you're doing sprite animations (where you have one image for the entire character), you might create an AnimationFrame class that contains the Sprite and Vector2 positions of each collider you need
 
that makes sense (though just a little) i guess
 
9:53 AM
@ChrisMcFarland, do you not think by changing colliders in each frame will create poor collision impact???
 
Nope
You're assuming the computer is slow
unless you're running a potato, it should be fine
 
okay this is cool
I need to experiment this and then if I create any argue that is better
 
Jon
unlock your potential
 
one more point is really important in same topic
 
No point getting scared prematurely imo
if anything, stress test your concerns by coding it in first
 
9:59 AM
this one,
spine 2d bones
how can we perform run animation? via this implementation
is this work in fight games?
 
@ChrisMcFarland how to run bone player? because leg has 2 colliders attached
any idea in this?
 
Physics layers. Make your character's layer not collide with itself
 
okay that I understand
but how to do run action? as like we do in single box collider via force :) :)
 
or you can force the engine to ignore collisions between specific colliders: Physics2D.IgnoreCollision
 
10:10 AM
I am not talking about internal collision but I am interested in actual movement
of player like walking
walking animation done via bone that I have clear but how to give actual position change
 
you can do quick and nasty transform.position = Vector3.Translate
or Rigidbody2D.MovePosition
or there's various 2D effectors I think that give a constant force
 
means similar thing I need to do in bone player as like I was doing for capsule collider player
am I right in this?
 
whatever makes most sense to you
you can make it as complicated or simplistic as you please
 
okay, I want to get general scenario that's it :)
 
I'd start simple with a BoxCollider and work up from there if you want more control/functionality
 
10:14 AM
but I am getting lot of useful content by you
okay I get this
 
user92578
@ChrisMcFarland Yup, a small offset makes the game feel better
 
End of the day, a bunch of different people are going to have their own suggestions about a bunch of different things
It's up to you to implement what you want however you want
The player/customer/end-user doesn't care how it all works
So really it's up to you to do things that make the most sense for whatever you're doing, given your own experience and coding styles
 
@ChrisMcFarland, but what if I don't have any idea in mind, now I have some concept of implementation. Now from any other place I get some different suggestion then I can compare what will work best for me
 
at initial level, programmer has no idea about implementation so that my kind of people come to discuss here
really thanks for your suggestion
 
10:22 AM
You're welcome, hope it helps
 
one more question I have but that is unity specific, I don't know @ChrisMcFarland can give answer
 
ask away
 
but may be @Jon can
 
I use Unity
 
basically I want to create build for tvOS
in that I am stuck, I read all tutorial found in internet but can't able to conclude more
first doubt is mentioned in link
 
10:26 AM
dunno
 
Jon
one way to find out
 
@Tyyppi_77, I already read this page
but I need 5 resolutions images to put in unity
so I stuck some what
as like other unity platforms not written in unity editor
 
user92578
Do you mean the layers?
 
10:30 AM
Ohhh, that layer example looks cool
how it moves it around for a 3D look, nifty
 
user92578
Yeah, parallax stuff
 
I'd love to get my game on tvOS but all games on there have to work with the Siri Remote thing LOL
 
@Tyyppi_77 they have just written layers
 
user92578
Would that be hard/lots of work?
 
user92578
So what's the problem here, @Siddharth?
 
Jon
10:32 AM
layers man
 
Siddharth, you've already found out the resolutions for the 3 sizes
If you're concerned with what layers should go on top of each other, that's for you to figure out by experimenting
if you haven't built your game yet, I wouldn't worry about it for now
 
what resolution image I need to apply here
 
Small Icon - 400x240,
Large Icon - 1280x768
Top Self Image 1920x720
 
user92578
The resolutions they display in the documentation
 
I am at launching stage for tvOS
 
user92578
10:35 AM
^^
 
it's in your question that you posted lol
 
just some questions answer I can't able to get
even no unity help for this as well
 
user92578
what is the problem?
 
user92578
the resolutions are listed in your question and in the docs
 
in small icon section, what is layer 0 and layer 1?
 
user92578
10:36 AM
Did you read the docs?
 
user92578
There is a large section about layering
 
yes I read :)
 
user92578
They use a parallax effect for the icons, so you can experiment with that stuff as Chris mentioned
 
background part stay at layer 0
and front part goes into layer 1
 
user92578
And you can even have up to 5 layers of parallax
 
10:37 AM
some thing like this by experiment?
 
As in, put an image in there and build it and try it out
 
okay okay
 
user92578
Yeah, that's part of your icon design
 
now some what clear
yes
 
user92578
It's all in the docs. I don't think they even force you to parallax, however they seemed to suggest that
 
10:39 AM
now my next question for tvOS, I have fully functional game running for iOS platform
after that I created build for tvOS and run it into actual apple tv
but nothing is happening just game main menu in front of me
no buttons are working
why? is there specific settings exist for tvOS?
 
I don't think anyone in this room has published to tvOS
 
ohhhh shit
 
user92578
Yeah... what input method do you try to use?
 
bad luck of mine
 
user92578
What input method do your buttons accept?
 
10:41 AM
okay check these images for input section
do you want anything else? I am ready to give it from actual project
 
This page looks pretty thorough: docs.unity3d.com/Manual/tvOS.html
Dunno, I don't use Unity's Event System, I'd rather code it myself using the API :P
 
user92578
Yeah that's looks like great and covering documentation about the input stuff
 
I already read this but this didn't specify about input settings you need to do in unity
just core switched project can't able to handle input
we need some settings tweak either in inspector or in script
 
Jon
i don't use standard assets at all
they are all pretty clunky
 
thanks friends for all this informations
I will do some tweak with tvOS and return back to you with some results
 
10:53 AM
good luck
 
Jon
duck logo
 
I've spent my evening so far creating blood scars/decals for my creatures as they take damage
my original game, each mob had its own set
this time around, making it all random/modular
 
Jon
first review "Whats with the shit stains appearing on creatures when you hit them?"
 
lol
man, I was excited for this game, Necropolis
but this video from TotalBiscuit has put me off
the physics for flying debris doesn't use interpolation so it's all clunky
environments look very dull
zero shadows
 
Jon
11:08 AM
baked in shadows
 
hmm, okay they are there in places
 
Jon
character head looks cool
rest of body looks stupid
 
yeah the characters look stylish
ah well
 
Jon
indie studio?
 
Jon
11:11 AM
one thing they should do, instead of making enemies just turn red and hitboxes dissapear
is make the enemy continue to be hit as long as you continue to hit it
 
the screenshots look cooler than the video somehow
 
Jon
then die when you stop
 
yeah it's fun when corpses let you do that
my flying Zaerie mob is like that lol
only explodes when it hits a wall on its way down
you can keep hitting it until that happens lol
 
Jon
cool
did you notice the unity sprite editor now allows you to cut polygonal shaped sprites?
 
I haven't! sounds interesting
 
11:27 AM
@ChrisMcFarland feels like DarkSouls with lower graphics and Procedural dungeons
 
yeah
the presentation feels like a letdown
 
12:25 PM
New Dev Blog: Mimicking Drunk Sailor movements and other crew abilities. kd7uiy.com/2016/05/sea-trading-game-wiring-up-captain.html
2
(BTW, it turns out my sailors are drunker than I intended, and I'm going to have to fix that...)
 
user92578
Nice!
 
I'll have to dig in to my A* code some more, but at least I know where the problem is...
It seemed my sailors were a bit more haphazard than I thought they should be.
The limited navigation is achieved by limiting the number of elements in the pathfinding queue. I'm supposed to remove the worst element every time. It turns out that isn't what is happening, unfortunately...
In digging in to it, I found that my list isn't sorted by distance correctly... Sigh.
 
That'll create weirdness
 
DH.
It will make the A* almost a "flood fill algorithm"
 
Depends on if you're just not sorting or having some bug in sorting
 
12:39 PM
It's why I call it the "Drunk Sailor" effect...
I think I found the issue, and I understand why I'm having issues, and why I didn't see them before...
I'm just trying to come up with some way to have less than perfect navigation.
This seems like the easiest way to do so.
 
skip some points and interpolate them
 
I could add some randomness in the perceived distance between points...
 
@PearsonArtPhoto have each connection have a random weight
 
I guess there's a lot of ways to do this kind of thing...
 
DH.
A 100% random weight could lead to performance issues no?
I mean, you could end getting the worst possible way
 
12:47 PM
Well, I wouldn't do 100% random weight.
 
1 + uniform( 0, 1 )
 
With my game I have a wind direction.
If you move with the wind, you move faster. Otherwise, you move slower.
I could add a random factor to the wind direction, say, 90 degrees off at most from the true direction.
 
DH.
Maybe heuristics plus a random modifier would be enough
And how big can be the random modifier could be affected by the level of drunkness
 
It's funny, I never intended this to be mimicking drunk sailors, just a bad sailor. But it could easily do both...
I guess I could have a temporary state that is the level of drunkenness that lowers certain attributes. Hmmm...
I'll add that to my long term plan.
Well, let me first see if I can get this mode to work as I intended it to, and see if it does any good...
If it causes horrible problems, then I'll move on to a different approach. I suspect that's likely...
But I might as well finish it up, it's easier than trying another system...
 
1:37 PM
@Sie Select the part you want to export and export by selection (checkable option)
Just repeat that for all the separate objects you want to export
 
Jon
2:19 PM
eat repeat.
 
2:42 PM
.
8
 
2:52 PM
We just starred a single period...
 
DH.
Because this chat is the best ever
 
Yo guys I just made a water bottle model in school :D
Hopefully you guys can see the image, I can't since imgur is blocked
 
DH.
imgur is avaiable here, I can see it
It's looking good
 
@TheMuffinCoder :)
 
@Almo Hey Almo! :D
Since you here I need a critic, how good is the bottle?
Does is still seem like my usually cute :P
 
2:57 PM
It looks frozen...
 
DH.
lol
 
Also at full resolution the polygon lines are visible.
 
DH.
He probably didn't learn it how to make transparent surfaces
 
The use of a shader might make it a bit better.
 
DH.
And this is probably a low poly version, not properly rendered yet
 
2:58 PM
lol it was a quick rendered in blender
 
Well, it would work well enough I suppose. Not movie quality by a long shot, but good enough for a minor element in a game.
 
LOL it was never intended to be movie quality
 
A bit of texture would be nice...
LOL, I didn't doubt that;-)
 
DH.
Well the only thing I would change is make that... fuck I don't know the name of the top thing, but I would make it a bit smaller
 
It's supposed to be a low poly model for unity
 
3:00 PM
Agree.
 
> ... fuck I don't know the name of the top thing, ...
 
:')
 
And I would probably bring in the label just a bit, and round the bottom a bit too.
 
DH.
Thanks
Now you remembered of "bottle caps" as the money of Fallout, I'll try to not forget that
 
3:01 PM
Most water bottles look something like that, with some ridges. It's minor, but if you could add it somehow, it would look nice.
 
lol guys I used this as my reference image
 
I guess it depends. I'm assuming cheap plastic water bottle, if it's a nicer one, they look more like what you have, but different colors.
 
Hey guys. I've been toying around with a game idea and would like to "harvest" some opinions about it. Is this a good place to ask such things ?
 
LOL not that one I meant the one I uploaded
Sure Uri
I'll be gone is 4 minutes tho when my free period is over :P
 
3:05 PM
This would be what I would think you'd be going for almost exactly.
 
I'll try to be brief. The game will consist of a 3v3 match between wizard that draw runes in the air(ala Arx Fatalis) and try to kill each other with the resulting spells. Spells will be conjured in a similar mechanic to the spells of Invoker from dota, meaning that a combination of a few basic runes will make the spells different depending o nthe runes.
 
user92578
What's the win condition?
 
user92578
Is it like deathmatch with 3v3 Invokers?
 
kill the enemy team
 
user92578
So permadeath?
 
3:09 PM
i'm thinkg about having a resurection spell like in magicka for example and it having to be cast by both of the surving player of the team
 
So Jon, 2 more game prototypes in the last 2 weeks... How's GORB?
 
Jon
good
 
I beat the first 4 games of Tripeaks I played, and it all went downhill from there...
I did better before I understoood the rules fully, oddly enough.
 
so ah any thoughts ?
 
user92578
3:31 PM
what are you looking for?
 
user92578
I myself can't really say anything without seeing/trying the gameplay
 
@TheMuffinCoder The icon isn't "cute" but the proportions of the cap and label are nice.
I think it looks fine
:)
 
I'm looking for more of a answer to would you play this game based on just the idea.
 
@PearsonArtPhoto :D
@jon you got my email about Picross payment?
 
@UriPopov Can't help you with that; I don't play games much..
 
Jon
3:35 PM
@Almo yeah I need to reply to it
 
ok no hurry
just wanted to make sure :)
 
Jon
you see the options screen for tripeaks?
 
I see it.
BTW, there's a small bug that annoys me...
When you've won, you shouldn't be able to draw any more cards.
 
Jon
the sound glitch? it annoys me i need to fix it
ah, that is a feature
you can draw cards if you want
 
Also, sometimes I double click a draw card, it might be unique to my machine.
A small, say, 0.2 s timer before accepting re-draws might be good.
 
Jon
3:38 PM
impossible to double click without double clicking
 
Yeah, I think the sensor on the track pad might have a bit of bounce... Not really sure.
It never mattered, but...
 
haha I'm with Pearson there, shouldn't be able to draw more cards once the game is over.
if you want to be funny about it, put a confirmation. "You sure? Your game is over and you'll lose points for drawing more cards." :D
 
Yeah, that would be good.
The double clicking, well, it's a strange thing that's probably my fault, but I think drawing new cards should be a warning.
The reason being is it almost seems like a way to start a new game, I seem to recall some games that work that way...
 
Jon
4:33 PM
fine i'll lock it
 
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